Paladin
Base Class: Paladin

The Path of Power

A Shadowknight chose their path for nothing more or less than power itself, sometimes the power for vengeance, the power to create something greater than oneself, to destroy, or even power for power’s sake. Shadowknights come from an array of different origins, the villager who stumbled onto a rare volume of Dark Magics, the noble that sought out all the power he could to achieve his ambitions, the paladin who abandoned their oaths to pursue something much darker.

Shadowknights need to spend years doing grueling research and training to master both the arcane and martial arts. Anyone can learn to use a blade, harnessing long forgotten magics is another story. Magics to raise the dead, drain life from your enemies, the power to do what others would see as inconceivable for survival.

Creating A Shadowknight

When creating a Shadowknight one needs to first ponder what caused them to seek power at the cost of their humanity. How did they first get their first taste of The Path to Power? What are they trying to achieve? Although the class features related to your chosen Path don’t appear until you reach 3rd level, plan ahead for that choice by looking at how they would best serve your goals. Are you a vengeful avatar of wrath, a charming rogue who’s seeking to make himself into more that merely a mortal man, or are you someone who grew tired of being the one being stepped on by others as they pursued their ambitions?

Shadowknights are diverse in both personalities and beliefs. Some uphold a personal Code that guides their actions, others seek only to make others feel the pain they may have felt at one point, though they’re never considered “good” or “pure” the way they go about life isn’t dictated by the power they embrace. Power corrupts, so while you may not be the murderous psychopath it’s unlikely you could be mistaken as anything but evil.

Quick Build

You can make a Shadowknight quickly by following these suggestions. Strength or Dexterity should be your highest ability score, followed by Intelligence.

 Level                            Prof.                                                         Features                                                               1st                        2nd                        3rd                        4th                        5th

1st

+2

Shadowknights Hunger 

         

2nd

+2

Spellcasting, Speak to the Dead

2

       

3rd

+2

Necromatic Blood, Path to Power

3

       

4th

+2

Ability Score Improvement

3

       

5th

+3

Extra Attack 

4

2

     

6th

+3

 Shadow Warp 

4

2

     

7th

+3

Path to Power Feature, Horrific Attack

4

3

     

8th

+3

Ability Score Improvement

4

3

     

9th

+4

 

4

3

2

   

10th

+4

Improved Shadowknights Hunger 

4

3

2

   

11th

+4

 

4

3

3

   

12th

+4

Ability Score Improvement

4

3

3

   

13th

+5

 

4

3

3

1

 

14th

+5

 Harm Touch

4

3

3

1

 

15th

+5

Path to Power Feature

4

3

3

2

 

16th

+5

Ability Score Improvement

4

3

3

2

 

17th

+6

 

4

3

3

3

1

18th

+6

 Shadow Master

4

3

3

3

1

19th

+6

Ability Score Improvement

4

3

3

3

2

20th

+6

Path to Power Feature

4

3

3

3

2

Class Features

Hit points:

Hit Dice: 1d10 per Shadowknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Shadowknight level after 1st.

Proficiencies:

Armor: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: None

Saving Throws: Strength or Dexterity, Intelligence

Skills: Choose two of the following Acrobatics, Athletics, Insight, Perception, Deception, Persuasion, Survival 

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield (b) two martial weapons 
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a crossbow and 20 bolts or (b) two handaxes
  • (a) Chain mail or (b) Studded Leather

Spellcasting
By 2nd level, you have learned to draw on dark magic through meditation to cast spells as a necromancer does. 

Preparing and Casting Spells
The Shadowknight table shows how many spell slots you have to cast your spells. To cast one of your Shadowknight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 

You prepare the list of shadowknight spells that are available for you to cast, choosing from the Shadowknight spell list. When you do so, choose a number of Shadowknight spells equal to your Intelligence modifier + half your Shadowknight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. 

For example, if you are a 5th-level Shadowknight, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. 

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Shadowknight spells requires time spent in study: at least 1 minute per spell level for each spell on your list. 

 

Spellcasting Ability 
Intelligence is your spellcasting ability for your Shadowknight spells, since their power is derived from meticulous research and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Shadowknight spell you cast and when making an attack roll with one. 

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier 

Spell attack modifier = your proficiency bonus + your Intelligence modifier 

Spellcasting Focus 
You can use a Necrotic symbol as a spellcasting focus for your Shadowknight spells.

Shadowknights Hunger

Whenever you hit a target you get a 1d6 roll for HP drained.

Horrific Attack

Starting at 7th level, when you hit a creature with a melee weapon attack, you can expend one Shadowknight spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10. 

Path to Power

When you reach 3rd level, you can begin specializing in what kind of Shadowknight you wish to become. The three paths are designated as Reaper, Knight, Caster, all detailed at the end of the class description.

Your choice grants you features at the 3rd level and again at the 7th, 15th, and 20th level. Those features include powerful augmentations to your state of being, your magic, and your martial abilities. You must build up from the starting tier to the final step of the Path wherein you achieve perfection in that area of expertise.

There are many paths one can take on their quest. These are the specialties your Shadowknight focuses on, though they don't inhibit your abilities they're what you're best at. Bare in mind where your character comes from or seeks to achieve.

Reaper:

Taking from others that which you never wish to lose. Your quest for immortality begins here.

Unending hunger
Insatiable appetite
Gluttony
Undeath

 

Knight:
A terror on the battlefield you wish to cut swaths through your enemies. Your quest for combat perfection begins here.

Extra Attack
Ruinous Blade
Grisly Protection
Harmful Aura

 

Caster:
The mystic arts have always been a part of you. Your quest for mastery over these fabled powers begins here.

Ruinous Powers
Repelling Force
Master Caster
Fearful Aura

 

Extra Attack

You can attack again whenever you take the attack action on your turn.

Fearful Aura

You emanate an aura of pure fear, hostile creatures within 30ft of you must roll a will save or else become fearful.

Gluttony

Whenever a creature dies within 60 ft of you: heal 1d6 and gain any excess as temporary hitpoints.

Grisly Protection

You gain a +2 AC modifier.

Harmful Aura

You emanate a negative energy field that acts independently to ensure your survival. Hostile creatures within 15ft of the Shadowknight take 2d6 necrotic damage.

Insatiable appetite

 Spells you cast heal you by your spell modifier when they damage.

Master Caster

You’ve been using your powers so often you’ve gained a level 6 spell slot at the 18th level and beyond.

Repelling Force

Enemies within 15ft your spells are hit with such power that they are blown 10ft away.

Ruinous Blade

You deal 1d6 necrotic damage on melee hits.

Ruinous Powers

Your spells are imbued with your dark power, you deal 1d6 additional necrotic damage when your spells hit or trigger.

Undeath

Your constant use of necromatic energies to reinforce your own lifeforce has twisted you into a Lich. 

  • You emanate a visible aura of dread that you can suppress and manifest at will. This aura functions as a constant Detect Magic spell whether or not the visual aura is suppressed.
  • You gain proficiency in Constitution saves if you do not already have it.
  • You become infused with magical energy and gain resistance to bludgeoning, slashing, and piercing from non magical weapons.
  • You are immune to the exhausted and poisoned conditions as well as necrotic, and poison damage. Grants resistance to cold.
  • You gain Truesight 120ft.
  • You gain Turn Resistance
    • The lich has advantage on saving throws against any effect that turns undead.
  • Any magic that would heal you through positive energy instead damages you.
  • Vulnerable to Radiant damage.
  • Your constitution is increased by 2.
  • Your charisma is decreased by 1.
  • You’re effectively immortal, however if none pull you back from the void you must wait until someone comes to your rescue, which could be a very long time indeed.

Unending hunger

Your Shadowknights Hunger increases by 1d.

Necromatic Blood

By 3rd level, the dark magic flowing through you makes you immune to disease.

Extra attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadow Warp

Beginning at 7th level, you are able to step into the shadows and immediately teleport into an unoccupied space up to 20 feet from your position that you can see if it is dim lighting or darker.

Harm Touch

Starting at 15th level, you gain the ability to summon a hand of pure necrotic damage that deals 2d10 necrotic damage to a target creature and heals the full sum of damage dealt, transferring excess healing into temporary hit points. You must finish a long rest in order to use this feature again.

Shadow Master

Starting at 20th level, your body becomes a pure energy source of darkness. As a bonus action, you can choose to extinguish all non-magical lights within 60 feet of you. Additionally, you can see in magical darkness for 60 feet, and are immune to necrotic damage.

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